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<blockquote data-quote="Mercurius" data-source="post: 4695243" data-attributes="member: 59082"><p>In my last game session, one of the characters rolled a 1 so I had him roll another attack roll: He rolled a 1 again. I figured that the 1-in-400 chance was too good to miss so I determined that he (or she, his character) had stabbed him (her) self in the thigh for max damage, although without the backstabbing bonus.</p><p></p><p>The reason for the 2nd roll is that I have been a bit underwhelmed with critical hits (and fumbles): max damage hardly seems all that exciting. So what I'm playing with is a quick-and-easy ad hoc system whereby if a player rolls a natural 20 (or 1) they re-roll; a "miss" means just the usual critical hit, max damage; a second hit against the target AC means double max damage; a second critical would be triple, with a third roll, and so it would continue, like so:</p><p></p><p><strong>Critical Hit, 1st Roll</strong></p><p><strong></strong>Natural 20 - Max damage, roll again</p><p><strong></strong></p><p><strong>Critical Hit, 2nd Roll</strong></p><p><strong></strong>Miss against target AC - max damage</p><p>Hit against target AC - 2 x max damage</p><p>2nd natural 20 - 3 x max damage, roll again</p><p></p><p><strong>Critical Hit, 3rd Roll</strong></p><p><strong></strong>Miss against target AC - 3 x max damage</p><p>Hit against target AC - 4 x max damage</p><p>3rd natural 20 - 5 x max damage, roll again, etc</p><p></p><p>Alternative I was thinking of capping it at the 3rd roll, with three natural 20s in a row--considering there is only a 1-in-8,000 chance of happening--being 10 x max damage.</p><p></p><p>Something similar for "Critical Fumbles":</p><p></p><p><strong>Critical Fumble, 1st Roll</strong></p><p><strong></strong>Natural 1 - Miss, drop weapon</p><p></p><p><strong>Critical Fumble, 2nd Roll</strong></p><p><strong></strong>Hit - Miss, drop weapon</p><p>Miss - Miss, damage on self or friend</p><p>Natural 1 - max damage on self or friend, roll again</p><p></p><p><strong>Critical Fumble, 3rd Roll</strong></p><p><strong></strong>Hit - done</p><p>Miss - 2 x max damage on self or friend</p><p>Natural 1 - 3 x max damage on self or friend, roll again</p><p></p><p>What do you think? Do you have any good (simple) house rules for critical hits and fumbles?</p></blockquote><p></p>
[QUOTE="Mercurius, post: 4695243, member: 59082"] In my last game session, one of the characters rolled a 1 so I had him roll another attack roll: He rolled a 1 again. I figured that the 1-in-400 chance was too good to miss so I determined that he (or she, his character) had stabbed him (her) self in the thigh for max damage, although without the backstabbing bonus. The reason for the 2nd roll is that I have been a bit underwhelmed with critical hits (and fumbles): max damage hardly seems all that exciting. So what I'm playing with is a quick-and-easy ad hoc system whereby if a player rolls a natural 20 (or 1) they re-roll; a "miss" means just the usual critical hit, max damage; a second hit against the target AC means double max damage; a second critical would be triple, with a third roll, and so it would continue, like so: [B]Critical Hit, 1st Roll [/B]Natural 20 - Max damage, roll again [B] Critical Hit, 2nd Roll [/B]Miss against target AC - max damage Hit against target AC - 2 x max damage 2nd natural 20 - 3 x max damage, roll again [B]Critical Hit, 3rd Roll [/B]Miss against target AC - 3 x max damage Hit against target AC - 4 x max damage 3rd natural 20 - 5 x max damage, roll again, etc Alternative I was thinking of capping it at the 3rd roll, with three natural 20s in a row--considering there is only a 1-in-8,000 chance of happening--being 10 x max damage. Something similar for "Critical Fumbles": [B]Critical Fumble, 1st Roll [/B]Natural 1 - Miss, drop weapon [B]Critical Fumble, 2nd Roll [/B]Hit - Miss, drop weapon Miss - Miss, damage on self or friend Natural 1 - max damage on self or friend, roll again [B]Critical Fumble, 3rd Roll [/B]Hit - done Miss - 2 x max damage on self or friend Natural 1 - 3 x max damage on self or friend, roll again What do you think? Do you have any good (simple) house rules for critical hits and fumbles? [/QUOTE]
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